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Made in us
Been Around the Block




1750 Pts - Chaos Space Marines Roster

1 Be'Lakor,

9 Chaos Cultists, Autogun x9
1 Cultist Champion

9 Chaos Cultists, Autopistol x8; Close Combat Weapon x9; Flamer x1
1 Cultist Champion

9 Chaos Cultists, Autopistol x9; Close Combat Weapon x9
1 Cultist Champion

1 Heldrake, Baleflamer

1 Heldrake, Baleflamer

1 Heldrake, Baleflamer

4 Havocs, Missile Launcher x4
1 Aspiring Champion
1 Chaos Rhino, Dirge Caster

4 Havocs, Missile Launcher x4
1 Aspiring Champion
1 Chaos Rhino, Dirge Caster

4 Havocs, Missile Launcher x4
1 Aspiring Champion
1 Chaos Rhino, Dirge Caster

1 Helbrute, Multi-melta; Power Fist

1 Helbrute, Multi-melta; Power Fist

Here is the plan. Havocs go into cover. Cultists get into the rhinos and move forward,hopefully into cover. The two helbrutes stay behind the rhinos and support the cultists when the rhinos get destroyed. Be'lakor glides/flies supporting the cultists and helbrutes. Heldrakes come in and burn stuff. Simple? Right? Sucky?
   
Made in us
Frightening Flamer of Tzeentch




PNW

Helbrutes and Rhinos aren't the most resilient [vehicles] available, though providing Cultists with a mobile bunker isn't a bad strategy. [I would be] concerned with template weapons which will wipe them off the table with ease. Triple Heldrakes can do decent amount of damage against flyers and troops on the ground, especially if there's no direct counter to them at your meta. Be'lakor, whilst good for select spells, isn't an optimal choice for this list IMHO as he may as well cast Invisibility on himself than a Rhino with Cultists (which each cost under 100 pts). Others may use him differently, but I prefer having a 300+ pt model protect something equally or more dangerous on the table. Take a normal Sorcerer (or even Ahriman) if you want to Psychic Shriek spam.

This message was edited 2 times. Last update was at 2014/08/22 23:40:30


 
   
Made in gb
Committed Chaos Cult Marine






The Cultists will get butchered in a single round of combat by almost anything. I'd amalgamate them into a single unit.

You Helbrutes are gonna make tasty targets for plasma guns as well and aren't likely to make it near the enemy lines.

This message was edited 1 time. Last update was at 2014/08/22 23:29:55


 
   
Made in us
Automated Rubric Marine of Tzeentch




Rose-Hulman Institute of Technology

I think stuffing a heavy weapons team in a vehicle with only 2 firing points is a poor choice. I'd have all 12 firing turn 1.

"We are the Red Sorcerers of Prospero, damned in the eyes of our fellows, and this is to be how our story ends, in betrayal and bloodshed. No...you may find it nobler to suffer your fate, but I will take arms against it." -Ahzek Ahriman
1250 Points of The Prodigal Sons  
   
Made in us
Automated Space Wolves Thrall




Virginia

Heldrake spam for the win isn't so much effective anymore. My current philosophy is balanced list win the game (unless you're playing necrons, then just load up on nightsycthe).

I'd give advice but really all I can say is group up your cultists and belakor is good but there is more out there.

Winning with chaos isn't easy. It can be done but trying gimmick lists won't work.

My best advice is go back to the drawing board.
   
Made in us
Fixture of Dakka



Chicago, Illinois

You are severely lacking in anti-AV. Missile Launchers are great and all but with the new Damage chart your going to have glance things to death with them.

You're wasting 2 Shots a turn with buying the extra missile launchers and sticking them in a Rhino, which isn't a bad idea it's just they're not really "protected" in a Rhino.

The only really effective way to run Helbrutes right now is in Formation otherwise their not really great at all.

Now Belakor and 5 Helbrutes in the Murderpack formation getting Invisibility cast on them every turn possibly and possibly getting Shrouding is nasty as hell.

The 3 Heldrakes now aren't as effective as they once were, they're still super good but you'd be better off with 1 or 2 than spamming 3.

You have like 0 objective secured abilities with this army those cult squads will get decimated in those numbers so you'll never dig out a tough unit off a objective with 6 missile launchers a turn. That's going to be tough as hell on you in some missions.

It's a really over all weak list it doesn't do anything really particularly well other than have 3 fliers and Belakor.

I'd say go back to the drawing board as well.

This message was edited 1 time. Last update was at 2014/08/23 00:57:39


If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in us
Longtime Dakkanaut



Cheyenne WY

Chadius wrote:
1750 Pts - Chaos Space Marines Roster

1 Be'Lakor,

9 Chaos Cultists, Autogun x9
1 Cultist Champion

9 Chaos Cultists, Autopistol x8; Close Combat Weapon x9; Flamer x1
1 Cultist Champion

9 Chaos Cultists, Autopistol x9; Close Combat Weapon x9
1 Cultist Champion

1 Heldrake, Baleflamer

1 Heldrake, Baleflamer

1 Heldrake, Baleflamer

4 Havocs, Missile Launcher x4
1 Aspiring Champion
1 Chaos Rhino, Dirge Caster

4 Havocs, Missile Launcher x4
1 Aspiring Champion
1 Chaos Rhino, Dirge Caster

4 Havocs, Missile Launcher x4
1 Aspiring Champion
1 Chaos Rhino, Dirge Caster

1 Helbrute, Multi-melta; Power Fist

1 Helbrute, Multi-melta; Power Fist

Here is the plan. Havocs go into cover. Cultists get into the rhinos and move forward,hopefully into cover. The two helbrutes stay behind the rhinos and support the cultists when the rhinos get destroyed. Be'lakor glides/flies supporting the cultists and helbrutes. Heldrakes come in and burn stuff. Simple? Right? Sucky?


Well, I don't play Chaos, but here I go...I don't think Spam is as good as it used to be, I suggest dropping a Hellturkey, and likely one unit of Havocs, Rhino and all, then spending points elsewhere...

I don't know what models you have to use, so I'll try to stick to what I can see...Try using the Helbrute Cult formation, that makes two of your Cultists Fearless, that makes them a lot more durable. Moar Cultist is a good plan if you can, a blob of 15 to 20 can do a lot more, for a small increase in cost.

Maybe use the dropped Rhino, and fill it with regular Chaos Marines, with a plasma, or Melta or two...if you can adding in a warmachine, or some good long range troops (obliterators?) would be a nice boost.

I'd be temped to lose the second Helbrute, or arm it with long range weapons, a Demon Prince would also make a major upgrade in murder power..

The will of the hive is always the same: HUNGER 
   
Made in us
Been Around the Block




I want to get away from my Nurgle bike lord, Plague Marines,and Obliterators, they really seem to be best units in the codex, though. I have a ton of chaos models,so I'm open to any suggestions. Thanks for all the feedback already given. This is what I typically run.

Be'Lakor

1 Chaos Lord, Mark of Nurgle; Lightning Claw x1; Power Fist x1, Gift of Mutation

6 Plague Marines, Meltagun x2
1 Plague Champion, Melta Bombs
1 Chaos Rhino, Dirge Caster

6 Plague Marines, Meltagun x2
1 Plague Champion, Melta Bombs
1 Chaos Rhino, Dirge Caster

6 Plague Marines, Meltagun x2
1 Plague Champion, Melta Bombs
1 Chaos Rhino, Dirge Caster

1 Heldrake
1 Heldrake

4 Chaos Bikers, Mark of Nurgle, Meltagun x2
1 Biker Champion, Bolt Pistol; Power Fist

This message was edited 1 time. Last update was at 2014/08/23 02:54:04


 
   
Made in us
Painlord Titan Princeps of Slaanesh





If that plague marine list aint broken then dont fix it.
   
Made in gb
Longtime Dakkanaut




Some thoughts on synergy:

Belakor is very expensive. He is most worth the points making something else invisible. (Yes you can make himself invisible, but most of the time he can fly/hide/jink to be pretty durable)

The thing that is invisible needs to be something the enemy cannot ignore, which means it needs to be fast and damaging.
There's a huge number of things you can use, but there aren't any in this list.
Some extra warp charge generation will also help to get the most out of belakors excellent power selections.


Dirge casters are great, but only if you have things which can assault. which means not infantry, not walkers. Bikes, beasts cavalry, jump infantry or mounted in a land raider (or fancy FW variant).

I still think baleflamers are excellent. IF you can crack open your enemy's transports, and stop him from rushing you to death. The havoks are an OK tool for this, but probably not the best available. The rhino is silly as it only has two firepoints. (also if you are taking a rhino make sure it is a troop choice, as objective secured vehicles are golden)
A murderpack would be OK., DS in with multimeltas and bring some hurt
After a certain amount of reserves in a list, reserves control becomes a good idea.

The nurgle list looks fine, if a little bland..

DFTT 
   
 
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